Custom Path for each Sovereign

 

 Hi all,

Just recently got the game and it is awesome. But the Sovereigns feel relatively the same as other champions. I wonder if it is possible to create a custom Path/Class for each Sovereign and and this unique Path is not available for anyone else to use it. I do not want 30 different champions all using the same custom path that I created for a specific Sovereign.

The unique path can be either set from the start or available upon leveling up normally but only restricted to that Sovereign. Which ever way is easier to mod. 

I think I figure out how to make custom Paths but I have no idea how to assign it to ONLY ONE specific sovereign or champion. If anyone can help with this issue, then you have my thanks.

 

 

 

 

 

 

 

 

 

 

 

10,430 views 7 replies
Reply #1 Top



I think I figure out how to make custom Paths but I have no idea how to assign it to ONLY ONE specific sovereign or champion. If anyone can help with this issue, then you have my thanks.
 

Not sure if this is possible. You'd need a sovereign to start at level 2 and receive their path ability through a <GameModifier> like a spell or usable item.

The <RequiredLevel>2</RequiredLevel> tag in a path ability is (I think) what makes it appear as a level 2 choice. Take that out and no one can 'naturally' become that path.

I can think of a way that you might make a champion with an exclusive path, but a sovereign? They spawn at level 1 so that means at level 2 that path selection screen will pop up.

Keep experimenting, it could be possible. Primal_Savage might know more than I.

Reply #2 Top

If not possible for existing Sovereign, at least I would like to make it possible to Custom Sovereigns. I think it is possible to add a unique custom path at the beginning of custom Sovereign creation using the "Custom Sovereign Creation Path Picker Mod". And to make it unavailable to others I can try removing the <RequiredLevel>2</RequiredLevel> tag as suggested above and see if it works.

 

Now the problem is that I have no idea how to modify the  "Custom Sovereign Creation Path Picker Mod" to make it to include custom Paths. If anyone can point me to the right direction that would be great.

Thanks.

 

 

 

 

 

Reply #5 Top

I have another question regarding the possibility of designing an ability/spell that does different effect when targeting different races. For example, heal spell that heals the living but damage or has no effect/unable to target undead units (ally or foe). Or a reverse effect like a spell heals undead units but damages living creatures. Currently the heal spell heals undead units which I find a bit silly. 

Such an ability/spell creation possible? Right now I only wish to make ability/spell to be able to differentiate 2 groups: undead and everything else. So I guess making ability/spell able to identify all undead units from all other creature types would be the easiest way to go for now. 

Thanks.

 

 

 

 

 

 

 

 

 

Reply #6 Top

Quoting Evil_R99, reply 5

I have another question regarding the possibility of designing an ability/spell that does different effect when targeting different races.

Have a spell that calculates its effect then multiplies by UnitStat_BG_IsUndead. Or any race-based UnitStat like UnitStat_BG_IsRace_Trogs. This effectively zeroes out the effect if the unit is not undead.

By the way, you'll want Heavenfall's UnitstatLibrary mod to support this move if you use UnitStat_BG_IsUndead. But all the real modders do anyway.

This is a spell from my Terraforming mod that only affects archers (checks for UnitStat_IsBow that only bow items provide).

Code: xml
  1. &lt;SpellDef InternalName="ArrowGuidingWind"&gt;
  2.         &lt;DisplayName&gt;Arrow Guiding Wind&lt;/DisplayName&gt;
  3.         &lt;Description&gt;Friendly archer units gain +10 accuracy (+5 per air shard) if using a bow.&lt;/Description&gt;
  4.         &lt;Image&gt;Arrow_Guiding_Wind_Painting.png&lt;/Image&gt;
  5.         &lt;IconFG&gt;Arrow_Guiding_Wind.png&lt;/IconFG&gt;
  6.         &lt;CanStack&gt;0&lt;/CanStack&gt;
  7.         &lt;SpellBookSortCategory&gt;Unit&lt;/SpellBookSortCategory&gt;
  8.         &lt;SpellBookSortSubCategory&gt;UnitEnchantment&lt;/SpellBookSortSubCategory&gt;
  9.         &lt;SpellType&gt;Tactical&lt;/SpellType&gt;
  10.         &lt;SpellClass&gt;Defensive&lt;/SpellClass&gt;
  11.         &lt;SpellSubClass&gt;Buff&lt;/SpellSubClass&gt;
  12.         &lt;SpellTargetType&gt;AllFriendlyUnits&lt;/SpellTargetType&gt;
  13.         &lt;CasterMustBeSov&gt;1&lt;/CasterMustBeSov&gt;
  14.         &lt;SpellResourceCost&gt;
  15.             &lt;Resource&gt;GaleEssence&lt;/Resource&gt;
  16.             &lt;Amount&gt;2&lt;/Amount&gt;
  17.         &lt;/SpellResourceCost&gt;
  18.         &lt;GameModifier&gt;
  19.             &lt;ModType&gt;Unit&lt;/ModType&gt;
  20.             &lt;Attribute&gt;AdjustUnitStat&lt;/Attribute&gt;
  21.             &lt;StrVal&gt;UnitStat_Accuracy&lt;/StrVal&gt;
  22.             &lt;Duration&gt;-1&lt;/Duration&gt;
  23.             &lt;HasUpgradableValue&gt;1&lt;/HasUpgradableValue&gt;
  24.             &lt;Calculate InternalName="Calc" ValueOwner="CastingUnit"&gt;
  25.                 &lt;Expression&gt;&lt;![CDATA[[UnitOwner_GetNumAirShards] * 5]]&gt;&lt;/Expression&gt;
  26.             &lt;/Calculate&gt;
  27.             &lt;Calculate InternalName="Calc2"&gt;
  28.                 &lt;Expression&gt;&lt;![CDATA[[Calc] + 10]]&gt;&lt;/Expression&gt;
  29.             &lt;/Calculate&gt;
  30.             &lt;Calculate InternalName="Calc3" ValueOwner="TargetUnit"&gt;
  31.                 &lt;Expression&gt;&lt;![CDATA[[Calc2] * [UnitStat_IsBow]]]&gt;&lt;/Expression&gt;
  32.             &lt;/Calculate&gt;
  33.            &lt;Calculate InternalName="Value"&gt;
  34.                 &lt;Expression&gt;&lt;![CDATA[[Calc3]]]&gt;&lt;/Expression&gt;
  35.             &lt;/Calculate&gt;
  36.         &lt;/GameModifier&gt;
  37.         &lt;AIData AIPersonality="AI_General"&gt;
  38.             &lt;AIPriority&gt;100&lt;/AIPriority&gt;
  39.         &lt;/AIData&gt;
  40.         &lt;HitSoundFX&gt;Spell_Knockback_01&lt;/HitSoundFX&gt;
  41.     &lt;/SpellDef&gt;

Reply #7 Top

Lovely, thanks ton for this. This should get me started on my project. Thanks lot you guys!   :D  :D